Title: Uk Gt Necrarch List 2k
Description: Still Tuning it of course!
Ara - October 17, 2006 01:00 PM (GMT)
Ok guys here is what Ive currently tuned my list to. Its performed well if not outstandingly beating both Grimgor himself and Azhag the slaughterer in new orc lists. Please give opinions, am especially interested in the virtues of the Power Familiar vs Rod of Flaming Death for my necro.
Anyway here is the list.
Necrarch Count (Lvl 2): NNB, Dark Acolyte, Forbidden Lore, Black Periapt
Necromancer (Lvl 2): Book of Arkhan, Scroll
Necromancer (Lvl 2): Rod of Flaming Death
Wight Lord: Barded NM, Lance, HA, Shield, Cursed Book
20 Skeletons with Full Command
19 Skeletons with Full Command (Vamp Here)
11 Skeletons with Full Command (Possibly Necro here with Rod)
10 Zombies (Bunker for Necros)
10 Dire Wolves with Doom Wolf
5 Ghouls
5 Ghouls
9 Black Knights with Barding, Full Command and Banner of the Barrows (Wight Lord here, deploy 6in front rank)
5 Black Knights with Hell Knight
3 Fell Bats
One thing I have now realised is that with Necrarchs I cant build a list that plays itself. I have been so determined to create this all powerful VC list that ive been forgetting to actually concentrate on my games. The list here has a lot of possible tactics and some very powerful hitting power if employed properly, I just have to actually play the games with it.
On the other hand it is also VERY hard to actually beat me. With 3 IoN's a turn my units of skeles are very hard to destroy or even keep below half str. The knights look after themselves and my vamp is well a vamp and with a big unit of skeles fairly hard to find and kill. All the other units are small point values and its a daunting army to look at from the other side of the table with over 100 starting models.
Anyway guys let me know what you think, im playing it this weekend so will put up a couple of reports hopefully.
Lord Crosis - October 17, 2006 01:09 PM (GMT)
Looks very good, i only have a few suggestions.
1) Drop the Doomwolf and split the wolves into 2 squads of 5.
2) Keep the power familiar
Other than that, I like it.
regards,
Lord Crosis
Mortis - October 17, 2006 06:12 PM (GMT)
I echo Crosis except for one thing. IIRC the GT is using 7th ed. rules so you should reallly use 11 knights + character.
N.I.B. - October 18, 2006 06:47 AM (GMT)
I think your blocks are a little on the small side. A fast hard hitting army that can shut down your magic for one-two turns and then charge (Chaos, Bretonnia) could give you trouble. With larger infantry blocks you can concentrate on aggressive summonings from the start to disrupt enemy lines.
You could also split the wolves to get two cheap sacrificial units to divert heavy hitters. I like my knight units 11 strong to start with a rank bonus, you could scramble the points by taking the Ghouls down to 2x5 and lose the Doom Wolf.
The Rod is often the equivalent of having 1-2 power dice extra, as many opponents try to dispel it, and it can’t run out. Though it requires your necro to be a little exposed, I usually have him in the necro bunker peeping out from behind a shielding block. Though against Dwarfs and most undead armies you’re better off with a Power Familiar.
Ara - October 20, 2006 12:31 AM (GMT)
Ok here we go. "The 101st Necrarch"
Necrarch Count (Lvl 3) = 340
w/ Nehekharas Noble Blood, DarkAcolyte, Forbidden Lore, Black Periapt
Necromancer (Lvl 2) = 150
w/ Book of Arkhan, Dispell Scroll
Necromancer (Lvl2) = 150
w/ Rod of Flaming Death
Wight Lord = 132
w/ Barded Nightmare, Lance, Heavy Armour, Shield, Cursed Book
20 Skeletons = 185
w/ Full Command
19 Skeletons = 177
w/ Full Command (Vampire Here)
11 Skeletons = 113
w/ Full Command
10 Zombies = 60
(Necro Bunker)
10 Dire Wolves = 110
w/ Doom Wolf
5 Ghouls = 40
5 Ghouls = 40
5 Black Knights = 131
w/ Hell Knight
9 Black Knights = 310
w/ Full Command, Barding and Banner of the Barrows (Wight Lord here)
3 Fell Bats = 60
Points 1998
# 101
Power Dice 10(11)
Dispel Dice 6 (7)
So I now only need to worry about raising into one unit of skeles, and with 3 invocs I can still be agressive from turn 1. The Necros stay protected behind the lines and the army still has a good punch to it with four fast moving units. Gonna give the rod a go as well.
Play testing is tomorrow night so ill stick up a report after the weekend. Thanks for everyones help with this as usual.
ThickJohnson - December 22, 2006 02:55 PM (GMT)
I don't get how you take a Necrarch and don't take the miscast protection. That and the +1 are the real reason to take them.
Thikcy J